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1.
This study tested whether alcohol increases behaviors associated with video lottery terminal (VLT) play, particularly among probable pathological gamblers. Forty-four regular VLT players were designated either probable pathological gamblers or non-pathological gamblers on the basis of scores on the South Oaks Gambling Screen (SOGS); [Lesieur & Blume (1997). American Journal of Psychiatry, 144, 1184–1188] Gamblers from each SOGS category were randomly assigned to either a moderately intoxicating alcohol dose or a control beverage condition (n = 11 per cell in the 2 × 2 between-subjects design). Following beverage consumption and absorption, participants played a video poker VLT game for up to 30 minutes. Four behaviors were measured: “power-bets” (doubling bet after viewing only two cards of the five-card poker hand); total money spent; mean bet magnitude; and number of minutes played. Alcohol increased time spent playing and rate of power-bets, particular among the probable pathological gamblers. Post hoc analyses revealed that alcohol also influenced the proportion of losing hands played––increasing them among the probable pathological gamblers while decreasing them among the non-pathological gamblers. Clinical and policy implications of the findings are discussed.  相似文献   

2.
The present study was conducted to identify game parameters that would reduce the risk of abuse of video lottery terminals (VLTs) by pathological gamblers, while exerting minimal effects on the behavior of non-pathological gamblers. Three manipulations of standard VLT game features were explored. Participants were exposed to: a counter which displayed a running total of money spent; a VLT spinning reels game where participants could no longer stop the reels by touching the screen; and sensory feature manipulations. In control conditions, participants were exposed to standard settings for either a spinning reels or a video poker game. Dependent variables were self-ratings of reactions to each set of parameters. A set of 2(3) × 2 × 2 (game manipulation [experimental condition(s) vs. control condition] × game [spinning reels vs. video poker] × gambler status [pathological vs. non-pathological]) repeated measures ANOVAs were conducted on all dependent variables. The findings suggest that the sensory manipulations (i.e., fast speed/sound or slow speed/no sound manipulations) produced the most robust reaction differences. Before advocating harm reduction policies such as lowering sensory features of VLT games to reduce potential harm to pathological gamblers, it is important to replicate findings in a more naturalistic setting, such as a real bar.  相似文献   

3.
Fifty-eight pathological gamblers receiving treatment for addictive illness in two South Dakota hospitals were assessed for types of gambling and grouped into three categories; 15 video lottery only (VLO), 36 video lottery mixed (VLM), and 7 not video lottery (NVL). There were 51 male and 7 female respondents, with a mean age of 38.2. We hypothesized that video lottery would be the predominant type of gambling on several dimensions: level of recent activity, most money lost on one occasion, and number of DSM-IV criteria met. Of all gamblers, 87.9% had pathological involvement with video lottery. Video lottery gambling accounted for the highest level of recent activity. In the VLM group, video lottery gambling led to greater single-occasion monetary losses. In addition, significantly more DSM-IV criteria were met in the VLM group for video lottery gambling than for other forms of gambling these subjects had engaged in. Results indicate that video lottery gambling is the predominant type of gambling behavior engaged in by gamblers seeking treatment for addictive illness in South Dakota. We propose that these findings could be associated with the availability and stimulus differences between video lottery and other gambling types.The authors would like to thank Larry Atwood, Chemical Dependency Counselor at Keystone Treatment Center in Canton, S.D., for his assistance with data collection.  相似文献   

4.
We examined the reliability, validity, and classification accuracy of the South Oaks Gambling Screen (SOGS) when adopted for use in Chinese. The DSM-IV criteria for pathological gambling served as the standard against which the classification accuracy of the SOGS was tested. A total of 283 Chinese adults in the community and 94 Chinese treatment-seeking gamblers were recruited. The internal reliability of the SOGS was satisfactory for the general sample and acceptable for the gambling sample. The SOGS was correlated with the DSM-IV criteria items as well as psychosocial and gambling-related problems. Relative to the DSM-IV criteria, the SOGS tended to overestimate the number of pathological gamblers in both samples. In general, we were relatively confident that individuals were not pathological gamblers if the SOGS scores were between 0 and 4 and were pathological gamblers if the SOGS were between 11 and 20. There was about 50–50 chance of being pathological gamblers if the SOGS scores were between 8 and 10. However, the probability of individuals being pathological gamblers was about 0.30 if the SOGS scores were between 5 and 7. We proposed a SOGS cut score of 8 to screen for probable pathological gambling in Chinese societies.  相似文献   

5.
This paper reports on the development of a new scale, the Informational Biases Scale (IBS), to measure cognitive distortions such as the illusion of control, gambler's fallacy,illusory correlations, and the availability heuristic in video lottery terminal (VLT) players. Ninety-six VLT players recruited from bars in New Brunswick took part in the study. Their average (lifetime) South Oaks Gambling Screen score was in the probable pathological gambler range. The 25-item IBS was shown to have good internal consistency reliability. An exploratory principal components/factor analysis revealed the variability of the IBS to be accounted for by mainly one factor. The construct validity of the instrument was supported by the finding that IBS scores were uniquely determined by measures of gambling addiction and negative affect. The IBS should prove useful in both research and clinical settings involving VLT gamblers.  相似文献   

6.
Two studies sought to determine whether perceived control has different effects on confidence assessment and betting decisions among pathological and problem gamblers than among non-problem gamblers. In Study 1, 200 college students who were frequent gamblers (80 female and 120 male, median age 20) completed the South Oaks Gambling Screen (SOGS) and then engaged in a task in which they answered questions, assessed confidence in each answer, and considered bets on their answers that were fair if they were well-calibrated, but unfavorable if they were overconfident. Probable pathological and problem gamblers earned significantly fewer points than non-problem gamblers. This was due to greater overconfidence among pathological and problem gamblers, which led to systematically less favorable bets. In Study 2, using 384 participants (105 female and 279 male, median age 20), control was independently manipulated and bets were constructed to make point value independent of overconfidence. Problem and pathological gamblers showed both greater overconfidence and greater bet acceptance. They were less affected by control in their betting decisions than non-problem gamblers, but more affected in the slope of their betting function. It is concluded that pathological and problem gamblers process information about confidence and control differently from non-problem gamblers.  相似文献   

7.
Little is known about the situational factors associated with gambling behavior. We induced 180 male participants (mean age: 21.6) into a positive, negative, or neutral mood prior to gambling on a video lottery terminal (VLT). While gambling, participants were observed by either a male peer, female peer, or no one. Induced mood had no effect on gambling behavior. Participants induced into a negative mood prior to gambling, however, reported more positive moods after gambling, whereas those with positive and neutral moods reported more negative moods after gambling. Participants observed by either a male or female peer spent less time gambling on the VLT compared to those not observed. Participants observed by a female peer lost less money relative to the other observer conditions. Degree of problem gambling in the last year had little influence on these effects. Some practical implications of these findings are discussed.  相似文献   

8.
Recent data suggest the importance of identifying subtypes of pathological gamblers. This research studies sensation seeking, alexithymia and depression among a general population of French gamblers who play different types of game. Those games include games available in cafés (two cafés located in Paris suburb) like lottery, scratch-cards, etc., horse betting at the racetrack (five racetracks closest to Paris), slot machines and traditional games (roulette and card games) at the casino of Enghien-les-Bains (casino nearest to Paris). Sensation seeking was measured with the SSS form V, alexithymia with the TAS-20, and depression with the BDI-13. Pathological racetrack gamblers (42 males; mean age 29.1 years), who play active games involving skills, have the highest sensation seeking scores and are the most prone to alexithymia. Pathological gamblers playing the slot machines (12 males; 15 females; mean age 35.7 years) and games available in cafés (57 males; mean age 32.6 years), thus playing passive games that involve chance only, have low sensation seeking scores. Slot machines gamblers display alexithymia and have the highest depression scores. Pathological gamblers playing traditional games (15 males; mean age 37.8 years), games that involve strategy, do not perform well on any of these scales. These findings are consistent with the idea that clinically distinct subgroups of pathological gamblers can be identified. People displaying typical features could be attracted by specific games.  相似文献   

9.
In the present study Brazilian gamblers from different settings were compared on socio-demographic characteristics, gambling behavior, and use of drugs. The SOGS was administered to 171 subjects at bingo (BG), video poker (VP), and horse-racing clubs (HR) of São Paulo. BG concentrated most women, VP the youngest and single gamblers, and HR the lowest income subjects. More VP than HR or BG gamblers reported taking time off work to gamble, as well as returning another day to win back lost money. They also had a higher number of scorable responses on the SOGS. The differences observed suggest that VP gamblers bear a greater risk of developing a pathological gambling pattern. The authors suggest that measures should be taken aimed at the prevention of pathological gambling, particularly among the young population of video poker gamblers.  相似文献   

10.
The main purpose of this study was to investigate the effectiveness of the DSM-IV diagnostic criteria and the South Oaks Gambling Screen (SOGS) in identifying Turkish pathological gamblers. Fifty-nine subjects participated in the study. The subjects were diagnosed as either pathological gamblers or not (comparison group) through the use of the DSM-IV criteria and were given the Turkish version of the SOGS. Four of the ten DSM-IV criteria were found to be problematic in the diagnosis of Turkish pathological gamblers. The data concerning reliability and validity of the Turkish version of the SOGS suggested that the SOGS can be used as a reliable and valid instrument in identifying Turkish pathological gamblers. Most (16 out of 20) of the items of the SOGS appear to work well in discriminating pathological gamblers from the subjects in the comparison group. In the case of the two DSM-IV criteria and the four SOGS items that failed to discriminate, cultural factors seemed to be responsible for the failure.  相似文献   

11.
The aim of this study was to find out what is the prevalence of pathological in Romanian teenagers. We questioned one thousand thirty-two teenagers in Cluj-Napoca and Harghita counties. Participants completed a questionnaire with 40 items including gamblers anonymous twenty questions. The sample included teenagers aged 11–19 years; 65.57% were male and 34.43% were female. The subjects were divided into three groups: non-gambling/recreational gambling or occasional gambling (0–1 positive answers —Level 1)—753 subjects (72.96%) [316 females and 437 males]; problem gambling (2–6 points—Level 2)—243 subjects (23.54%) [43 females and 200 males]; pathological gambling (above 7 points—Level 3)—36 subjects (3.48%) [3 females and 33 males]. The mean age of pathological gamblers was 16.48 years. Gender differences were as expected, males engaging in pathological gambling (91.66% from pathological gamblers) more than females did (8.33% from pathological gamblers). Data revealed that the most encountered games practiced weekly were sport bets and slot machines in the case of 36.11% of the pathological gamblers; lotto, internet casino and pool bets each with 25%, followed by roulette and black-jack with 22.22%.From those who reported practicing gambling at a pathological level 66.66% engaged in alcohol consumption, 13.88% illicit drug use and 19.44% licit drugs. Just 16.66% smoke cigarettes. Data revealed higher rates of prevalence in Romanian teenagers than in other Central and Eastern European countries. A prevalence study at a national level should be designed.  相似文献   

12.
Impulsiveness,Locus of Control,Motivation and Problem Gambling   总被引:2,自引:0,他引:2  
A questionnaire consisting of demographic items, questions about gambling behavior, the South Oaks Gambling Screen (SOGS), a depression inventory, the Eysenck Impulsiveness Questionnaire, Levensons Internality, Powerful Others and Chance Scales of locus of control and the Gambling Motivation Scale, was completed by a non-random sample of 147 New Zealand university students who gambled for money, median age 24 years. Approximately 17 of the sample was classified as problem gamblers, the rest as non-problem gamblers. Multivariate analysis of variance showed that there were significant differences between problem and non-problem gamblers on gambling frequency, number of activities, parents gambling, depression, impulsiveness and motivation, but not on locus of control. Amotivation (apathy) and motivation towards stimulation correlated with powerful others and chance locus of control, and motivation to impress others with powerful others locus of control. Hierarchical regression analysis showed that: (1) beyond gambling frequency, number of activities and parents gambling, motivation explained a substantial proportion of variance in SOGS scores, with impulsiveness accounting for a lesser amount, and (2) predictors of problem gambling included impulsiveness, amotivation and the motivations for accomplishment and tension release. It was concluded that gambling motivation is a more useful construct than locus of control in explaining problem gambling. Suggestions were made for future research, and aspects of gambling motivation were discussed in terms of a treatment program with groups of problem gamblers.  相似文献   

13.
To examine whether flow (Csikszentmihalyi (1990). Flow: The psychology of optimal experience. NY: Harper & Row) and dissociation (Jacobs (1986). Journal of Gambling Behavior, 2, 15-31) are experienced across sports and recreational and pathological gambling, we assessed a sample of 511 college students (256 females and 255 males, M age = 19.54) that was comprised of 14 pathological gamblers, 21 non-addicted gamblers, and 476 athletes. The findings showed that both flow and dissociation lay on a continuum of subjective experiences across activity groups. Specifically, pathological gamblers experienced lower levels of flow than athletes, whereas recreational gamblers lay in between the previous groups in this regard. In contrast, pathological gamblers experienced higher mean levels of dissociation than athletes and recreational gamblers who, in turn, were similar in this regard. A LISREL model showed that flow was positively associated with general emotional well-being, whereas dissociation was negatively associated with well-being.  相似文献   

14.
This study examined the association between pre- or early-adolescent onset of gambling and severity of gambling and psychosocial problems in treatment-seeking adult pathological gamblers. A total of 236 pathological gamblers entering outpatient treatment completed the South Oaks Gambling Screen (SOGS) and the Addiction Severity Index (ASI). Using a quartile split procedure, gamblers who began gambling during their pre- or early-adolescent years (mean age of 10.5 years; 1st quartile) were compared to gamblers who began gambling later in life (mean age of 23.0 years; 2nd to 4th quartiles). Compared to later onset gamblers, pre/early adolescent onset gamblers reported increased severity of psychiatric, family/social, and substance abuse problems on the ASI. They were more likely to report cognitive problems (trouble understanding, concentrating, or remembering), suicidal ideation, and a history of inpatient psychiatric treatment, and were less likely to be satisfied with their current living situation. Pre/early adolescent onset gamblers also reported earlier age of initiation of drinking, and were more likely to have received treatment for an alcohol use disorder, and to have used cannabis and cocaine in their lifetimes. Taken together, these data suggest that pre/early adolescent-onset of gambling may be a risk factor for later-life psychiatric, family/social, and substance abuse problems in treatment-seeking pathological gamblers.  相似文献   

15.
Despite numerous studies demonstrating the influence of cognitive distortions on gambling problem severity, empirical data regarding the role of psychological vulnerability on the latter is limited. Hence, this study assesses the mediating effect of cognitive distortions between psychological vulnerability (personality and mood), and gambling problem severity. It also verifies whether the relationships between these variables differs according to the preferred gambling activity. The sample is composed of 272 male gamblers [191 poker players; 81 video lottery terminal (VLT) players] aged between 18 and 82 years (M = 35.2). Bootstrap analysis results revealed that cognitive distortions mediate the effect of narcissism on gambling problem severity for both groups. The level of depression for VLT players significantly predicted gambling problem severity, both directly and indirectly via the mediating effect of cognitive distortions. Mediation analyses also indicated that narcissism had an indirect impact on problem gambling through cognitive distortions for both groups. These findings suggest that certain vulnerabilities related to personality and mood may influence cognitive distortion intensity and gambling problem severity. In addition, psychological vulnerabilities could differ based on preferred gambling activity. These results may be useful for prevention policies, identifying high risk gamblers and planning psychological interventions.  相似文献   

16.
The South Oaks Gambling Screen (SOGS) has been used extensively in estimating the prevalence of pathological gambling but produces a large number of false positive classifications. Ladouceur et al. (, Journal of Gambling Studies, 16, pp. 1–24) claim that misunderstanding of SOGS items is responsible for the high false positive rate. However, their study is open to a number of methodological criticisms. The current study, where clinical and non-clinical gamblers complete the SOGS with and without clarification, overcomes these problems. Results suggest that clarification does not have a significant overall effect on SOGS scores. This implies that item misunderstanding is not responsible for the false positive rate of the SOGS.  相似文献   

17.
Physiological and subjective arousal in lounge and laboratory conditions were explored using heart rate (HR), skin conductance (SCL) and subjective ratings for a community sample (N=30) of video lottery terminal gamblers (14 non-pathological gamblers [NPG] and 16 probable pathological gamblers [PPG]). For all participants, mean heart rates and ratings of subjective arousal were higher in the lounge situation, while SCL did not differ between locations. SCL increased over baseline when gambling in both situations. HR initially increased over baseline in the lounge situation only, but by the end of gambling HR increased in both situations. HR, SCL and subjective reports were moderately correlated between venues. No correlations were found between subjective and physiological measures of arousal.  相似文献   

18.
Two groups of video lottery gamblers (pathological N =30, and non-pathological N =34) were compared while they participated in gambling and gambling related tasks using subjective ratings of excitement, electromyographic activity (EMG), skin conductance level (SCL) and heart rate (HR). Although the groups experienced similar levels of increased physiological response the pathological gamblers reported greater levels of subjective excitement. It was concluded that the pathological and non-pathological gamblers might perceive their responses to gambling and gambling related situations differently.  相似文献   

19.
Video Lottery Terminals (VLT) are associated with pathological gambling and with most of the requests for help in combating gambling addiction. Embeddedness of a person in his or her social network is among the communicational factors that may help explain this phenomenon. To verify this, we compared ego networks of VLT gamblers, of gamblers of games with low request for help and of VLT gamblers in treatment (n = 90). The networks of regular VLT gamblers are small and dense and offer little social support. Gamblers in treatment also have small networks, but they are less dense, have more components and offer more social support. Networks of gamblers with low requests for assistance are approximately twice the size as those of VLT gamblers, are sparser and offer more companionship. In conclusion, the VLT gambler is not an isolated individual, but rather an individual ‘shut-in’ a small network of tightly knitted relationships.  相似文献   

20.
We assess how video lottery terminal (VLT) operators’ self-perceive their ability to recognize a problem gambler, to what extent they are approached by problem gamblers seeking for assistance, how many detections and interventions they report, and the reasons they give for not intervening with clients who show signs of problem gambling. We also examine how these variables are related to the operators’ gender and status in the establishment. 177 VLT operators anonymously completed a structured questionnaire at the beginning of a responsible gambling training class held in different French-speaking Swiss towns. The operators felt confident in their ability to detect problem gambling behaviors, were rarely approached by problem gamblers seeking assistance, and reported fewer interventions compared to the number of detections. This reluctance to intervene was mainly attributed to the fear of potential negative reactions from the client. Female staff were the most reluctant to intervene and the most fearful of potential negative reactions from the client. Responsible gambling training programs should include coping strategies for dealing with potential negative reactions from clients. Our findings suggest that staff gender and status are two individual characteristics that should be taken into account when planning responsible gambling trainings.  相似文献   

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